================================================================================ * LEVEL INFORMATION * -------------------------------------------------------------------------------- TITLE : Pool Sharks FILENAME : poolshark.bsp REVISION : 2 AUTHOR : Timothy Taylor DATE : 09.19.2000 GAME : HL | Team Fortress Classic EMAIL ADDRESS : tarcher@tiac.net HOMEPAGE URL : http://www.tiac.net/users/tarcher/ -------------------------------------------------------------------------------- * LEVEL DESCRIPTION * -------------------------------------------------------------------------------- This is a gimmick level based on pool. Billiards, that is. The object is (as a sniper) to get your balls (prez's) into the pockets. One point per ball. Oh, and you have to go over to that pocket to collect the point. You'll know weth- er or not you have points to collect based on a set of lights that go on when a ball enters a pocket. As prez, the object is to avoid getting knocked into the pockets. You score 1 point for every ten seconds you remain on the board. You lose 1 point (personally) when you are knocked into a pocket. -------------------------------------------------------------------------------- SINGLE PLAYER : N/A CO-OPERATIVE : N/A DEATHMATCH : N/A TEAM FORTRESS CLASSIC : 4 Teams : 18 Player Respawn Points SUGGESTED PLAYER LOAD : 12 NEW TEXTURES : Yes NEW SOUNDS : No CD TRACK # : 0 -------------------------------------------------------------------------------- * CONSTRUCTION * -------------------------------------------------------------------------------- MAP BASE : New Map PREFABS USED : None EDITOR(S) USED : Worldcraft 3.3 COMPILE TOOLS : Zoner's Half-Life tools v2.31 KNOWN BUGS : Sometimes the light will be off over a pocket and you can still collect a point there. This means there was a point for your team, and a point for the other team waiting for collection, and the other team got there first. I could have fixed this bug by adding more lights, but I'm lazy. Don't worry, i'll fix it in the first revision. COMPILE MACHINE : PIII 600, 64MB RAM COMPILE TIME : CSG - 9.78s BSP - 5.27s VIS - 22.02s RAD - 130.40s ------ Total - 167.47s (About 2 and 3/4 minutes) -------------------------------------------------------------------------------- * REVISIONS * -------------------------------------------------------------------------------- Revision 2 - Scoring adjusted /way/ down for the balls. 1 point per 10 seconds. - Smaller chop and texchop were used during RAD (that's why it took longer) - 'Chalk' resupplies added for snipers (Good idea, MPG) Revision 1 - Changed scoring system to 5 points to the balls for every 10 seconds they are on the board. - New textures! w00t! - Reduced lighting (took out 4 of the 6 lamps). - Changed trigger_push entities to 25% func_frictions. Reduced rediculous numbers of bounces. Revision 0 - First revision features * Scoring: 1 point for prez and snipers when prez is knocked into the pockets. * Scoring: Lamps light up, and a player has to run over to the lamp to get the point. * Low friction surface with trigger_pushes back from the edge for the prez's -------------------------------------------------------------------------------- * OTHER LEVELS BY THE AUTHOR * -------------------------------------------------------------------------------- frogwater_alpha - (Frogger River) bowlarama - (DuckHunt's Bowl-A-Rama) -------------------------------------------------------------------------------- * SPECIAL INSTRUCTIONS / ADDITIONAL INFORMATION * -------------------------------------------------------------------------------- Unzip the archive into your tfc directory. Folder information has been saved. If you want a better squeak sound, the path to place it under is: sound/squeek/sqk_deploy1.wav Yeah, I was too lazy to go on the net and find a new one. -------------------------------------------------------------------------------- * CREDITS * -------------------------------------------------------------------------------- Valve Software : For making a great game Splumph! (AoE) : For the concept You : For testing out this level for me Jim Nobles : For his wood texture that I found on the Wally Hompage. Contact: jnobles@mutlipro.com ================================================================================ * COPYRIGHT / PERMISSIONS * -------------------------------------------------------------------------------- Authors MAY NOT use this level as a base to build additional levels. You MUST NOT distribute this level UNLESS you INCLUDE THIS FILE WITH NO MODIFICATIONS!!!. If you don't co-operate, then DON'T DISTRIBUTE IT IN ANY FORM!!. This LEVEL may be distributed ONLY over the Internet and/or BBS systems. You are NOT authorized to put this LEVEL on any CD or distribute it in any way without my permission. I would, however, be honored if you did - if you would only email me first!